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Add detiling option to the shader #145
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We probably can change the de-tiling but it will be a lot slower than our current one. Our method utilizes the index blending and the de-tiling is basically free. Most de-tiling methods use noisy patterns and ours is a grid. We would need to check if neighboring indices are same, skip them and do the de-tiling. See updated #64 |
Godot_v4.3-dev5_win64_b1fMAhZ0Ee.mp4Along side Per Texture, UV Scale & UV Rotation; Currently as implemented the performance hit to enable de-tiling is between 5-15% increase in sample reads. and note 1 optimisation as im typing this: can disable when blend value is at maxium) (some minor optimisations / refactoring to fit with the rest of the base shader aside) |
Please do not add anything that will worsen optimization |
This is already completed. See the end of this video. https://x.com/TokisanGames/status/1793957324069158955?t=xkVLzEQiI453cZVojmmBbA&s=19 |
Wow! it is excellent! As far as I know, this doesn't even exist in Unity. |
The current rotation used for detiling is very unattractive for strong patterns like rock, and it is questionable for weak patterns like grass/mud. One user mentioned rotation messes up normals.
I think we should differentiate between detiling and rotation and make these changes:
(This Issue) Include a better detiling algorithm, such as one of these from IQ, or one from hterrain. Either are superior to the current implementation.
(Separate issue) Include paintable rotation in our control map so we can manually paint rotated textures like cobblestone paths and orient them properly.
See proposed control map #64 (comment)
Related to #97
This should also address #69
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